A K Peters/CRC Press
Wolfgang Engel’s GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devicesis comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.
Ch 1 Quadtree Displacement Mapping with Height Bending; Ch 2 NPR Effects Using the Geometry Shadxder; Ch 3 Alpha Blending as a Post-Process; Ch 4 Virtual Texture Mapping 101; Ch 5 Pre-Integrated Skin Shading; Ch 6 Implementing Fur Using Deferred Shading; Ch 7 Large-Scale Terrain Rendering for Outdoor Games; Ch 8 Practical Morphological Antaliassing ; Ch 9 Volume Decals; Ch 10 PracticalElliptical Texture Filtering on the GPU; Ch 11An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering; Ch 12 Volumetric Real-Time Water and Foam Rendering; Ch 13 Inexpensive Antialiassing of Simple Objects:; Ch 14 Practical Planar Reflections Using Cubemaps and Image Proxies; Ch 15 Real-Time Ptex and Vector Displacement; Ch 16 Decoupled Deferred Shading on the GPU; Ch 17 Tiled Forward Shading; Ch18 Forward+: A Step Toward Film-Style Shading in Real-Time; Ch 19 Progressive Screen-Space Multichannel Voxelization; Ch 20 Rasterized Voxel-Based Dynamic Global Illumination; Ch 21 Per-Pixel Lists for Single Pass A-Buffer; Ch 22 Reducing Texture Memory Usage by 2-Channel Encoding; Ch 23 Particle-Based Simulation of Material Aging; Ch 24 Simple Rasterization-Based Liquids; Ch 25 Next Generation Rendering in Thief; Ch 26 Grass Rendering and Simulation with LOD; Ch 27 Hybrid Reconstruction Antialiassing; Ch 28 Real-Time Rendering of Physically-Based Clouds Using Precomputed Scattering; Ch 29 Sparse Procedural Volume Rendering; Ch 30 Adaptive Virtua l Textures; Ch 31 Deferred Coarse Pixel Shading; Ch 32 Progressive Rendering Using Multi-Frame Sampling